Class Ext_PerkRhythmPerkBase extends Ext_PerkBase; var byte HeadShotComboCount,MaxRhythmCombo; var float RhythmComboDmg; var private const float HeadShotCountdownIntervall; simulated function ModifyDamageGiven(out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class DamageType, optional int HitZoneIdx) { Super.ModifyDamageGiven(InDamage,DamageCauser,MyKFPM,DamageInstigator,DamageType,HitZoneIdx); if(RhythmComboDmg>0 && BasePerk==None || (DamageType!=None && DamageType.Default.ModifierPerkList.Find(BasePerk)>=0) || IsWeaponOnPerk(KFWeapon(DamageCauser))) InDamage *= (1.f+RhythmComboDmg); } final function SetMaxRhythm(byte MaxCombo) { MaxRhythmCombo = MaxCombo; } final function ResetRhythm() { MaxRhythmCombo = 0; HeadShotComboCount = 0; RhythmComboDmg = 0; HeadShotMessage(0,true,1); } function SubstractHeadShotCombo() { if(HeadShotComboCount > 0) UpdateDmgScale(false); else ClearTimer(nameOf(SubstractHeadShotCombo)); } final function UpdateDmgScale(bool bUp) { if(bUp) { HeadShotComboCount = Min(HeadShotComboCount+1,MaxRhythmCombo); HeadShotMessage(HeadShotComboCount,false,MaxRhythmCombo); SetTimer(HeadShotCountdownIntervall, true, nameOf(SubstractHeadShotCombo)); } else if(HeadShotComboCount>0) { --HeadShotComboCount; HeadShotMessage(HeadShotComboCount,true,MaxRhythmCombo); } else return; RhythmComboDmg = HeadShotComboCount*0.075; } function UpdatePerkHeadShots(ImpactInfo Impact, class DamageType, int NumHit) { local int HitZoneIdx; local KFPawn_Monster KFPM; if(MaxRhythmCombo<=0) return; KFPM = KFPawn_Monster(Impact.HitActor); if(KFPM==none || KFPM.GetTeamNum()==0) return; HitZoneIdx = KFPM.HitZones.Find('ZoneName', Impact.HitInfo.BoneName); if(HitZoneIdx == HZI_Head && KFPM.IsAliveAndWell()) { if(class(DamageType)!=None && (class(DamageType).Default.ModifierPerkList.Find(BasePerk)>=0)) UpdateDmgScale(true); } } reliable client function HeadShotMessage(byte HeadShotNum, bool bMissed, byte MaxHits) { local AkEvent TempAkEvent; local KFPlayerController PC; PC = KFPlayerController(PlayerOwner); if(PC==none || PC.MyGFxHUD==none) { return; } PC.MyGFxHUD.RhythmCounterWidget.SetInt("count", HeadShotNum); PC.MyGFxHUD.RhythmCounterWidget.SetBonusPercentage(float(HeadShotNum) / float(MaxHits)); if(HeadshotNum==0) TempAkEvent = AkEvent'WW_UI_PlayerCharacter.Play_R_Method_Reset'; else if(HeadShotNum